DOMENICO Celenza is a bike gaming veteran but he reckons the new Supercross creation is an epic title.

The Milestone producer has worked on the likes of Ride and the Moto GP series, but he feels his latest project has revved things up a bit.

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The new in-air physics system gives player more freedom and control

He said: “We have added some cool features and improved several. If I must pick just one, I say in-air physics. In a sport like Supercross, the bikes spend a lot of time in the air.

“After considering what was done in the past and what we wanted for the future, we worked on delivering a new kind of in-air physics that give players more freedom and control of what happens during jumps to give them a more fun feel in the game.”

Domenico insists the fans are so knowledgeable that it would be daft not to take their input and let that shape the game.

He added: “For the first time in the series Official Team has been added to the game. Having the chance to use a player’s custom rider and join some of the biggest names in the Supercross world has always been one of the most-demanded features. This year this request has been satisfied, giving the game a new layer of depth in terms of realism.

“Another request was in online performance and overall experience. By adding dedicated servers for the game, we are finally offering the players what they have been asking for — an online experience with less latency and disconnections.

“This new technology allowed us to experiment with new modes, such as the new co-op — players can join the compound area and freely roam with their friends.”

But Domenico reckons the winner was the sport’s open-door policy. He said: “We have full access to the tracks during race days in order to perform laser and drone-scanning processes.

“We can recreate the tracks with all the details they have in real life. The same goes for the riders — before a racing session we ask them to step into our scanning room that is set in the different championship venues in order to be scanned and being imported into the game. This process allows us to recreate their faces, their complete outfit and bikes with high fidelity.”

The riders also played their part in the development process. Domenico added: “The main area they helped us in was the bike handling. Our physics designers are really passionate about the cross world and some of them ride a bike but having the help of a professional athlete gave us a big opportunity.”

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The final piece of the jigsaw to make Supercross a hit in its own Milestone right was, ironically, to share some DNA with the other titles.

Domenico said: “The basic physics model is shared with our other motocross game. However, Supercross has developed a different kind of implementation in many areas such as the bike handling.

As a sport, Supercross is very different from motocross in terms of skills. We have tried to replicate this by paying more attention to aspects like rhythm sections and flow.”

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